Creating Rooms
After you have read and understood the "redit", "rstat" and "rlist" commands you are ready to start creating new rooms. Have an immortal of the proper level (61 on stock, 111 on DoD) assign you a range of vnums.
Rooms must exist before they can be linked via exits. To create a room simply use the command ‘GOTO’ to go to that vnum.
You will create a room a room with the name field set to: Floating in a void, the flags field set to: Prototype, and having no exits.
It will look like:
Floating in a void
[Flags: prototype]
Exits: none.
You can only "create" a new room within your assigned vnum range.
Since you already have a map, you know approximately how many rooms you require. Create small groups of rooms (20-25 rooms) by using "goto" several times in succession.
Ex. goto 1000, goto 1001, goto 1002, etc...goto 1025
Once a body of rooms exists, you can begin linking those rooms together via exits.
Some builders prefer to make a "skeleton" of their linked rooms before fleshing them out with the room values. I prefer to flesh out as I go along.
Be sure to use the "savearea" command after you make any additions or changes to your area. If "savearea" is not used often, there is the possibility that your changes will be lost if the mud crashes or your link is lost.
Syntax: savearea
If a reboot happens you will need to use the "loadarea" command prior to working on your area.
Syntax: loadarea
Builders (level 61 stock, 109 DoD) working on an existing non-prototype area use "foldarea" instead of "savearea". If they are working on another builder's prototype area, "savearea" is used in conjunction with the name of the area.
Syntax: foldarea areaname.are
Syntax: savearea areaname.are
Time to "redit" the room field values.